The Engy Update (Addendum)

Have I misjudged the current situation with my conclusion that the engy would need a little additional edge against the spy? You tell me, my fellow engies and spies.And while you are eagerly preparing your statements I will take the opportunity to clarify my point.

Theoretical considerations (boring)Everything in TF2 is about balance. Balance within a class, balance between the classes, balance between teams. Change a class and the balance changes. Sometimes without major consequences, sometimes with more consequences, and sometimes with serious consequences [1]. Changes in the balance require adjustments, either by fine-tuning the changed factor (e.g. weapon) or by making additional changes to other classes to regain balance.

More practical considerations (hopefully less boring)I’ve already mentioned it, the spy update has increased the spy’s arsenal of weapons and tools to do his dirty work. Three different modes of cloaking has given him very different tactical opportunities, mainly a viable Hit’n’Run-mode (DR) and an improved Wait-until-the-time-is-right-mode (C&D). Depending on the situation a spy can therefore improve his effectiveness by choosing the proper tools to use for that given situation.Secondly – I’ve pointed that out as well – it seems to me the Ambassador has become pretty much the successor of the regular Colt, offering increased damage in dogfights, but also can serve as an improved weapon to hurt/damage from afar.

Both factors have factually strengthened the spy against the engy, though I feel the spy was in no particular disadvantage against the engy before. So consequently I feel that the balance between those two classes have shifted a bit and require some adjustment.

It has been pointed out that a spy still has a tough time against a good engy. This, IMHO, is for one only partially true, but it also does not negate the need for some adjustment.We’ve had a lot of other examples where weapons have proven to be a little too strong so parameters had to be fine-tuned to correct those flaws (e.g. Backburner, Sticky Launcher, FaN). Players carrying those weapons could be dealt with before, no doubt, but still the overall balance was off. But one also has to keep in mind that the engy is working/playing in very different states depending on the map and his function. It’s a huge difference if an engy plays, for instance, defense in a CTF map, defense on an A/D map, offense on an A/D or is playing 5-CP in general. The engy with an established set of buildings can pay way more attention to spies than an engy struggling to collect metal and move buildings forward.On highly dynamic maps it’s much easier for a spy to catch an engy off-guard than in a static defensive position. [2]

I can only repeat what I have stated initially in my article that any kind of anti-spy measures would have to be applied very carefully not to weaken the spy too much. He still should have a fair chance to sap and destroy buildings or to get an engineer. But I think the engy needs a little buff so he and the spy meet each other again eye-to-eye.

Footnotes

[1] And it’s not like a big change would always lead to big consequences. There have been changes and additions which fit perfectly into the game and didn’t cause any ripples worth mentioning. Kritzkrieg, Natasha or the lvl3 buildings were big changes in the game mechanics which blended in very well, while others proved to require adjustments

[2] In fact I guess it’s fairly easy for a spy to backstab an engy trying to build a sentry – probably for the third time within a minute - under constant fire and with much movement around the engy. And may I remind you again that such a situation can’t be viewed isolated from the increased threat of heavy attacks.